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Sonic X-Treme -- In May of
1996, Sega of America proudly announced the development of the
Saturn's killer app. The true Sonic game the doomed console needed
from the get-go. Moreover, it was set to go head-to-head with
Super Mario 64, the phenomenal return of Sonic's chief rival.
So what went wrong? Make yourselves comfortable, children, and I'll
tell you a little story...
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Story -- Professor Gazebo
Boobowski and his daughter, Tiara, are the keepers of the six
magical Rings of Order, as well as the ancient art of Ring smithing.
Gazebo and Tiara freak that Dr. Robotnik is after the six Rings of
Order, and call on Sonic to get the Rings before the Eggman can.
Robotnik has already made one previous attempt at stealing the
Rings, and Sonic is the only one who can knock the thought out of
his head.
--
Behind the Screens -- The
well-known legend dates back to early 1996. In May of that year,
Sega of America proudly announced the development of a true 3D Sonic
game for the Sega Saturn. The team in charge of production was Sega
Technical Institute, who had previously produced Sonic 2, Sonic
Spinball, Sonic 3, and Sonic & Knuckles. The character flaw in
this tragedy? Yuji Naka was nowhere to be seen. In fact, none of the
original Sonic Team were around to help. Naka and the gang were busy
working on NiGHTS into Dreams..., and so Sega decided to let
STI introduce Sonic to the third dimension on their own. Big
mistake.
It was decided early on that the game would
utilize polygonal levels, but that Sonic himself and other on-screen
characters would be sprite-based. STI did pull out some impressive
graphical tricks, and early builds of X-Treme really were looking
pretty good. Another major implementation was the "wrap-around"
camera system. Designed to give players a full view of the level to
the left and right as well as in and out, the camera distorted the
screen to seem as though you were viewing it through a peephole.
Oookay. Apparently, this worked better in practice than in
writing...
Much like the Special Stages in Knuckles'
Chaotix, all of X-Treme's worlds were built inside giant "tubes"
with no center of gravity, allowing the player to run up walls.
(Although the level design was obviously much more intricate than
the Chaotix Special Stages.) The four planned Zones that I know of
were: Jade Gully, Crystal Frost, Red Sands, and Galaxy Fortress.
The other big thing for X-Treme was Sonic's
vastly expanded roster of moves. Aside from the standard Sonic Spin,
here's a list of some cool-sounding tricks that, as fate would have
it, never made it into Sonic's collective arsenal:
- SpinBash - A quick forward attack modified from the Spin Dash
- SpinSlash - A mid-air, 360° attack
- Ring Throwing - Sacrifice a Ring from the tally to hurl at a
Badnik
- Power Ball - An attack designed to strike straight down on
enemies below
- Super Bounce - A jump which offers more height, but less
control than a normal jump
- Ring Shield - A way to forfeit collected Rings for a shield
- Sonic Boom - A 360° attack used in conjunction with the Ring
Shield
The game's main characters were Sonic, Tiara,
Professor Gazebo, and Dr. Robotnik. Fang the Sniper and Metal Sonic
were set to cameo as boss characters, but there was no sign at all
of Tails, Knuckles, or anyone else. The boss stages were largely
based on the NiGHTS board...a giant, circular arena. In the middle
of these arenas was a large circle on the ground, above which a tall
spiral of Rings towered into the air, circling a giant jewel (Chaos
Emeralds, presumably). Interesting, I never did find out what the
deal with that was.
At risk of my own life, I now post a list of
the men responsible for what may have turned out to be Sonic's
miserable death (you may recognize a few names from the credits of
successful Sonic games, Sonic 3 & Knuckles in particular):
- Mike Wallis - Producer
- Ofer Alon - Technical director/engineer, lead programmer, and
co-lead designer
- Fei Cheng - Computer graphics artist/designer and conceptual
design
- Chris Coffin - Lead boss stage/boss FX programming and
conceptual gameplay design
- Howard Drossin - Music and sound effects director
- Ross Harris - Lead computer graphics artist/animator and
conceptual design
- Jason Kuo - Boss layout lead
- Andrew Probert - Computer graphics artist/designer and
conceptual design
- Chris Senn - Art director, co-lead designer, team coordinator,
and conceptual music
- Richard Wheeler - Designer, world layout lead and conceptual
gameplay design
God, I hope none of
those guys ever read this. I swear fellas, it looked cool to me...
Well, just about a month before the game's
release, Sega of Japan pulled the plug on it. Some Japanese execs
who saw the game apparently weren't too impressed, and didn't allow
SoA to release a game that may have damaged their mascot's
reputation beyond repair. Although to me (and many other gamers) the
game was looking pretty slick, the novel 3D tricks implemented did
seem just a little too left-field to risk on a character as
important as Sonic. Personally, I kind of wish they'd have shipped
the game anyway, only maybe with another character...Espio the
Chameleon would've been a good choice, as he can run up walls and
ceilings anyway. But then, the game only looked good, and as
gaming history has proven, looks can be so very deceiving. Some
folks who played the short demo at E3 '96 weren't too impressed with
the way it was shaping up, so maybe X-Treme is better off in the
infinite bounds of gaming limbo. I end this historical essay off
with a quote from an interview with Mike Wallis, the game's
producer: "This isn't going to be the only Sonic game on Saturn by
any means. He is Sega's flagship guy." It's just too shameful to
comment further...
--
Screenshots --
Screenshots thanks to Jonathan "WB" Gray. Information
compiled and arranged by Jared "Green Gibbon!" Matte. Make
no mistake, this site is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. Boobowski?! What is that, a cheap
vodka?
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